local CLASS_BASE = {}

CLASS_BASE.DisplayName			= "Civilian"
CLASS_BASE.WalkSpeed 			= 140
CLASS_BASE.CrouchedWalkSpeed 	= .55
CLASS_BASE.RunSpeed				= 235
CLASS_BASE.DuckSpeed				= .4
CLASS_BASE.JumpPower				= 200
CLASS_BASE.PlayerModel			= "models/player/tf2/spy_blue.mdl"
CLASS_BASE.DrawTeamRing			= false
CLASS_BASE.DrawViewModel			= true
CLASS_BASE.CanUseFlashlight      = true
CLASS_BASE.MaxHealth				= 100
CLASS_BASE.StartHealth			= 100
CLASS_BASE.StartArmor			= 100
CLASS_BASE.RespawnTime           = 0 // 0 means use the default spawn time chosen by gamemode
CLASS_BASE.DropWeaponOnDie		= true
CLASS_BASE.TeammateNoCollide 	= true
CLASS_BASE.AvoidPlayers			= false // Automatically avoid players that we're no colliding
CLASS_BASE.Selectable			= true // When false, this disables all the team checking
CLASS_BASE.FullRotation			= false 

function CLASS_BASE:Loadout( pl )
	pl:Give("weapon_frag") pl:GiveAmmo( 4, "grenade" )
end
 
function CLASS_BASE:OnSpawn( pl )
	Msg("Player spawned: " .. pl:Name())
end
 
function CLASS_BASE:OnDeath( pl, attacker, dmginfo )
	Msg("Player died: " .. pl:Name())
end
 
function CLASS_BASE:Think( pl )
end
 
function CLASS_BASE:Move( pl, mv )
end
 
function CLASS_BASE:OnKeyPress( pl, key )
end
 
function CLASS_BASE:OnKeyRelease( pl, key )
end
 
function CLASS_BASE:ShouldDrawLocalPlayer( pl )
	return false
end
 
function CLASS_BASE:CalcView( ply, origin, angles, fov )
end

player_class.Register("Default", CLASS_BASE)